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Generally speaking though, the weapons are intended to ask more of you than point and shoot, as alot of the base bo3 guns tend to do, so I can sort of see where those thoughts might come from.
The swat Is a bit of an edge case, since it was initially balanced as a burst rifle, with the downside to full-auto being higher recoil and reduced damage at range. I wanted to encourage switching between the fire modes for different situations, but that doesn't seem to happen all that often, with players immediately switching to full auto and never switching back. I may consider tuning the full-auto versions in the future, with maybe a faster mode-switch speed to compensate.
Zombie health is unchanged for the most part, and gets capped at round 50. Though the helmet system may be whats causing these balance concerns, since they can absorb a decent amount of damage to the head before breaking, and about a third of the zombies will spawn with one.
Currently, the metal helmets reduce incoming damage by 50% and break after absorbing 25% of the zombies health as damage. I do like how the helmets feel early game between rounds 1->20, but I think maybe a cap to the amount of health the helmets can have would be ideal. This would cause them to reduce per-shot damage to the head at about the same ratio, but break much sooner on higher rounds.
Thoughts?